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© 2017

Choosing and Using Digital Games in the Classroom

A Practical Guide

Benefits

  • Details practical ways to incorporate videogames in K-12 and post-secondary education

  • Examines both educational games and Commercial Off-the-Shelf games (COTS)?

  • Provides templates for lesson plans involving game-based learning

Book

Part of the Advances in Game-Based Learning book series (AGBL)

Table of contents

  1. Front Matter
    Pages i-xxv
  2. Context

    1. Front Matter
      Pages 1-1
    2. Katrin Becker
      Pages 3-23
    3. Katrin Becker
      Pages 63-97
  3. Choosing Games

    1. Front Matter
      Pages 99-99
    2. Katrin Becker
      Pages 101-118
    3. Katrin Becker
      Pages 119-150
    4. Katrin Becker
      Pages 151-173
    5. Katrin Becker
      Pages 175-214
  4. Using Games

    1. Front Matter
      Pages 215-215
    2. Katrin Becker
      Pages 217-242
    3. Katrin Becker
      Pages 243-299
    4. Katrin Becker
      Pages 301-334
    5. Katrin Becker
      Pages 335-340
    6. Katrin Becker
      Pages 341-400
  5. Back Matter
    Pages 401-411

About this book

Introduction

This book presents an in-depth overview of the uses of digital games in education, from K-12 up through post-secondary.  Beginning with a look at the history of games in education and the context for digital games, this book guides readers through various methods of serious game implementation, including the Magic Bullet Model, which focuses on the player's point of view of the game experience.  The book also includes methods of measuring the effects of games in education and guidance on creating digital game-based learning lesson plans.

Keywords

Cultural Significance of Games DGBL Digital Game-Based Learning Serious Games Traditional vs Digital Games Videogames in the Classroom

Authors and affiliations

  1. 1.Mount Royal UniversityCalgaryCanada

About the authors

Dr. Katrin Becker is an internationally known expert in the design and analysis of Serious Games. With over 30 years of teaching experience in Science, Engineering, Education, and Art, she has taught computer science, videogame design, digital game-based learning, and technical writing. Her teaching innovations have been internationally recognized and she is widely published in the areas of computer science education, educational technology, and digital game based learning, including a book on simulations and games for non-technical people. She designs and develops eLearning in all sectors, and has consulted for various organizations on the use of digital games for instructional purposes. She has designed and developed several educational and advertising games. She is also the author of a book on the technical aspects of simulations and games written for non-technical people.

Bibliographic information

  • Book Title Choosing and Using Digital Games in the Classroom
  • Book Subtitle A Practical Guide
  • Authors Katrin Becker
  • Series Title Advances in Game-Based Learning
  • Series Abbreviated Title Advances in Game-Based Learning
  • DOI https://doi.org/10.1007/978-3-319-12223-6
  • Copyright Information Springer International Publishing Switzerland 2017
  • Publisher Name Springer, Cham
  • eBook Packages Education Education (R0)
  • Hardcover ISBN 978-3-319-12222-9
  • Softcover ISBN 978-3-319-79175-3
  • eBook ISBN 978-3-319-12223-6
  • Edition Number 1
  • Number of Pages XXV, 411
  • Number of Illustrations 0 b/w illustrations, 106 illustrations in colour
  • Topics Educational Technology
    Learning & Instruction
  • Buy this book on publisher's site